Jump to content

WARGAMES

Disciple
  • Posts

    221
  • Joined

  • Last visited

Posts posted by WARGAMES

  1. armor is absurd for enemies since they get upwards from as low is something like 50 to 2000 in higher defense waves.  

     

    now steelfiber as a mod is only percent based as goes from 10% to 110%

     

    but that's pathetic on any low armor frame and only boosts mitigation maybe 20% at best and around 15% more for the highest?  this is mere wiki numbers so it is only to work on, not work on how it actually works as I do not know the actual numbers.

     

    what if say we have steel fiber boost base armor by a flat amount of 2 per rank and then apply the percent, let's say 110% max.  this would allow low armor frames a reason to use it, but it's still too costly.  

     

    one idea would be a universal low resist per rank against laser, fire, electricity, toxic damage, ice and so forth, possibly: 

    1% or 1.5% resist per rank

     

    note: perhaps not toxic damage as that is kind of unique and outa be left to it's own mod if it'd ever be high enough to be worth using.

     

    this way it affects armor and iron skin with the flat armor bonus and armor percent and the resist rating affects shields, hp and iron skin.

     

    I'm sure many have debated this before to make it more useful for the cost and I'm not sure what has been said. I am not asking for armor to affect shields and I'm unsure if armor affects iron skin.  I presume it may due to how it felt it wore off in terms of shields and hp. there's plenty more pressing matters but I figured why not bring this up and see where it goes.

  2. I would like this for a lot of reasons, but it seems rough to implement without being a total rework for every melee weapon. but it would give holy hell loads more customization on different attacks, the type of attack and so forth.  this means every weapon could have a form of armor ignore or pierce attack type, status type attacks such as stagger or knockdown and maybe ......what ever other creative ideas could make fit in there.

     

    do note: I said certain attacks on the ignore/piercing bit, not all of them.

  3. Is it just me or do people only care 'bout raptr when there's a reward for the games they play?

     

    Dunno about everyone else but this is the 4 or 5th time I reinstall it.

    what he said, never used and never cared, while rewards are the only tempting part.  other than "how hard is it to take off afterward?".

  4. I know a few who will love this weekend to get that ONE MOD they were too busy to get.  I see this as a nice change of pace as a NOT-SUPER-TIME-ABSORBING-MUST-GET-X-POINTS-FOR-BIG-REWARD event. I'd rather see more of these as they perfect any big events to cover more angles and not be so repetitive.  or at least run more test events like this for specific things.

  5. will we ever get an easier to see-through electric shield or will it remain as blurry as it currently is? that or I've forgotten an option to turn off

     

    I forgot motion blur was tied into it, but I'd still like to hear if it could get fine tuned for vision with such options.

  6. only hitscan weapons are able to puncture

     

     

     

    i dont think its complety intended

    what he said, it's likely an old side-effect of old puncture code not re-done to work with the new projectiles they've got everywhere

  7. Is It just me or the way to balance them is so simple?

     

    Stealth bonus damage:

    dagger > daggers > long swords > dual swords >  heavy

     

    Crit chance:

    dagger > daggers > long swords > dual swords > heavy

     

    Hit frequency (firerate):

    dagger > daggers > dual swords > long swords > heavy

     

    Charge time:

    dagger + daggers >  long swords > dual swords > heavy

     

    Charge damage:

    Heavy > long swords > dual swords > daggers > dagger 

     

    Range:

    Heavy > long swords > dual swords > daggers > dagger 

     

    Number of enemies can be hit:

    Heavy (5) > dual swords (3-5) > long swords (1-3) > daggers (2) > dagger (1) 

     

    Also additional stuff can be used as balance screw, such as bonus damage to specific enemies / values / weapon specific features.

    Movement drawbacks while attacking can be also extended to all weapons.

     

    Movement during melee attacks (non-linear difference):

    dagger > daggers >  long swords > dual swords > heavy

    I would like to think crit chance could be different between some of them as wela s crit damage, but other-wise that a dagger should have more in general as you put it.

    but it makes so much sense it's no wonder de decided to use their clunky melee system.  also would you list fists or are they special in what ever they are put as?

  8. I think exp outa scale more with levels, and particulary jump after 70 up and onwards to 100+

    when you get 700+ early on for a heavy but it only goes up to MAYBE 1000 when level 70 or so.....maybe it was 890 exp at 70.  it feels like they outa give more in case you dare use them on high enemies.

  9. #1: will we get more mods to function with puncture properly or is this a limiter so some weapons work with it and others don't?

     

    #2 will we get more information on weapons built into the game without having to require the wiki + tests + data miners for information? maybe I just like know my numbers by looking at stuff before I buy it or work to build it. 

×
×
  • Create New...